Endless Realms - Big Trouble map set
Artwork for Endless Realms, a D&D-like "pen and paper" fantasy RPG I'm working for. This particular image was done for the starter campaign, "Big Trouble with Little Dengus," which takes adventurers to the subterranean city of Taas'Saraan - the top is a map of the city, while the bottom is a dungeon map (which will have a hex grid on the final version).
Concept & Artwork © 2014-2018 Lunar Games Inc.
Endless Realms FAQ: http://www.furaffinity.net/journal/5774483/
Concept & Artwork © 2014-2018 Lunar Games Inc.
Endless Realms FAQ: http://www.furaffinity.net/journal/5774483/
Category Artwork (Digital) / Fantasy
Species Unspecified / Any
Size 900 x 1600px
File Size 1.67 MB
Frequent D&D player here.
Large town maps are not necessarily made to be played on like you would a dungeon. Although you probably could if you adjust the distance per square/space (standard tile spaces are measured in 5 ft.. If you want larger-scaled maps, you can increase the distance per square to 10 ft, or even 15)
The main use for maps is to present a visual to players what a location looks like. Let's say you want to do a stake-out to catch the night-thieves before they do another raid. If you have a map in front of you, players feel more engaged to point-out key locations and "draw" battle plans.
Or perhaps they show the how far one place is to another. "The city's on fire! You must get to the castle and evacuate the Queen! You're on the outskirts over here in the North! Baogard, you said you were drunk in the Tavern last time we checked so you start over there, a little closer to the castle. You'll be able to reach the palace walls three turns quicker if your path is clear."
I hope this helps. ^-^
Large town maps are not necessarily made to be played on like you would a dungeon. Although you probably could if you adjust the distance per square/space (standard tile spaces are measured in 5 ft.. If you want larger-scaled maps, you can increase the distance per square to 10 ft, or even 15)
The main use for maps is to present a visual to players what a location looks like. Let's say you want to do a stake-out to catch the night-thieves before they do another raid. If you have a map in front of you, players feel more engaged to point-out key locations and "draw" battle plans.
Or perhaps they show the how far one place is to another. "The city's on fire! You must get to the castle and evacuate the Queen! You're on the outskirts over here in the North! Baogard, you said you were drunk in the Tavern last time we checked so you start over there, a little closer to the castle. You'll be able to reach the palace walls three turns quicker if your path is clear."
I hope this helps. ^-^
Shard spoke truly! They aren't intended to be literally played upon, but to give inspiration and reference if required. I'm used to playing D&D without miniatures/tokens at all, so they can be a huge help in visualisation, and the fact that they aren't big enough for tokens (since we don't use them) isn't a problem at all.
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